So, I had a little testing session today on Pit Bay. Only thing missing is I either need to buy a one start gate at the top of the ramp or put my brain in gear and make a manual one, other than that it went swimmingly well.
1 Jump - Top Scorers
Out of the 38 cars these were the top scorers (I've written the points system, will explain below).
Also cobbled together a staging area for car photos.
Minor Rules and Points System
The distance a car jumps is the basic points. The measurement is taken from the front of the car, even if it is facing backwards. So your rear end might be touching 75cm, but because your facing backwards you're score would be lower. The pit itself goes from 0cm to 145cm, so in theory the highest score you can get from a jump is 145. The longest jump in testing today was 112cm (so 112 points for the jump)
Then there are bonus and minus points, which makes things a bit interesting.
If any part of the car is touching either of the side walls = minus 5 points from your score
If a car has a nightmare and drops off the platform ledge and is under 0cm on the jump = minus 10 point from your score
I have a figure of "The Stig" in the Pit and he is positioned at random distances (but always on the right side of the pit). If you knock over The Stig = 3 bonus points
On the left had side of the pit there is a white square with the Gauntlet "G" logo in it. If any part of a car is in that square = 5 bonus points
If a car finishes stationery on all 4 wheels (no matter which direction it is facing) = 10 bonus points
Further down the pit there is a white circle with the "JumpX" logo in it. If any part of a car is in that square = 15 bonus points
And the big one, if your car makes the perfect landing and plant (i.e. - lands on all four wheels and does not lip or topple, literally hits the pit on 4 wheels upright and sticks the landing) = 25 bonus points*
*regarding the perfect landing, out of 38 cars I had 3 achieve this today.
When I host events, I am undecided at this time how many cars per event which in-turn will decide how many jumps each car has (but I am thinking 3 jumps per car is suffice no matter how many per heat).
That's basically JumpX - and once I figure out what to do with the starting gate at the top (I was manually releasing them today just to test the jump) then I'll be looking at hosting my first "home" event with my cars and we will go from there.
Now, back to grabbing pieces for Diecast Racing News - Episode 1 for next week.
So, I had a little testing session today on Pit Bay. Only thing missing is I either need to buy a one start gate at the top of the ramp or put my brain in gear and make a manual one, other than that it went swimmingly well.
1 Jump - Top Scorers
Out of the 38 cars these were the top scorers (I've written the points system, will explain below).
Also cobbled together a staging area for car photos.
Minor Rules and Points System
The distance a car jumps is the basic points. The measurement is taken from the front of the car, even if it is facing backwards. So your rear end might be touching 75cm, but because your facing backwards you're score would be lower. The pit itself goes from 0cm to 145cm, so in theory the highest score you can get from a jump is 145. The longest jump in testing today was 112cm (so 112 points for the jump)
Then there are bonus and minus points, which makes things a bit interesting.
*regarding the perfect landing, out of 38 cars I had 3 achieve this today.
When I host events, I am undecided at this time how many cars per event which in-turn will decide how many jumps each car has (but I am thinking 3 jumps per car is suffice no matter how many per heat).
That's basically JumpX - and once I figure out what to do with the starting gate at the top (I was manually releasing them today just to test the jump) then I'll be looking at hosting my first "home" event with my cars and we will go from there.
Now, back to grabbing pieces for Diecast Racing News - Episode 1 for next week.
Cheers
Simmo
It's been fun putting it together.